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	<updated>2026-04-30T05:18:13Z</updated>
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	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Sanity_ErisEn&amp;diff=5913</id>
		<title>Sanity ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Sanity_ErisEn&amp;diff=5913"/>
		<updated>2022-11-15T18:07:19Z</updated>

		<summary type="html">&lt;p&gt;Kegdo: Changed sanity page for gym machines and to acknowledge the doubled rewards you get for fulfilling a desire, also added an image of rest menu you get&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 align=&amp;quot;center&amp;quot;&amp;gt;Sanity, Insight, and Oddities: Character Development on CEV Eris&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
The Eris is known as a cursed ship. Nobody knows this better than the crew that inhabits it. A mix of existential dread, cabin fever, and gigantic insects have turned the crew of the Eris into a hardy people; yet even the hardiest have their breaking points.&lt;br /&gt;
=Sanity=&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:25%;float:right; margin-left: 10px;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Sanity Points&lt;br /&gt;
|-&lt;br /&gt;
|[[file:san1.png]]&lt;br /&gt;
|100 to overwhelming&lt;br /&gt;
|-&lt;br /&gt;
|[[file:san2.png]]&lt;br /&gt;
|80-100&lt;br /&gt;
|-&lt;br /&gt;
|[[file:san3.png]]&lt;br /&gt;
|60-80&lt;br /&gt;
|-&lt;br /&gt;
|[[file:san4.png]]&lt;br /&gt;
|40-60&lt;br /&gt;
|-&lt;br /&gt;
|[[file:san5.png]]&lt;br /&gt;
|20-40&lt;br /&gt;
|-&lt;br /&gt;
|[[file:san6.png]]&lt;br /&gt;
|0-20&lt;br /&gt;
|-&lt;br /&gt;
|[[file:san7.png]]&lt;br /&gt;
|Breakdown&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Eris features an integrated &amp;quot;Sanity&amp;quot; system in your character development. The way sanity works is that you start at full(100) just like a health bar, but it can only get depleted by more abstract means.&lt;br /&gt;
Things such as: &lt;br /&gt;
*seeing horrible things such as corpses or blood &lt;br /&gt;
*witnessing somebody die&lt;br /&gt;
*feeling pain or being hurt&lt;br /&gt;
*suffering from addictions and hunger &lt;br /&gt;
*other psychological (or psionic) effects &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
==Recovery &amp;amp; Prevention==&lt;br /&gt;
Your sanity rises at a passive rate when there is nothing damaging it. It recovers quicker when you consume food, drugs and alcohol. Other things will also restore sanity, such as oddities in your vicinity, holo-plants or Church Obelisks. Working in clean areas devoid of blood and trash, avoiding pain and damage, and satisfying addictions can also help to prevent sanity loss. Vigilance is directly tied to Firearms and Military training so the Vigilance(VIG) stat is used to actively mitigate sanity damage. Having higher VIG will lessen any sanity damage you take considerably. Ironhammer Operatives have a high VIG stat, allowing them to witness and experience far more brutality and combat before they experience a &amp;quot;breakdown&amp;quot;, than a person with a moderate or lower stat value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Insanity==&lt;br /&gt;
Once your sanity deteriorates enough,you might hear or witness some puzzling events or start experiencing some things that do not make sense. Eventually, if your sanity keeps being depleted to the point of 0, your character will suffer a lasting effect known as a &amp;quot;breakdown&amp;quot;. There are many ways a lack of sanity (insanity) can manifest itself but almost all of them are negative. Some examples include kleptomania, delirium, hallucinations both visual and audible, and manifestations of horrible intrusive thoughts and obsessions into reality. “Positive” breakdowns also exist, sometimes allowing you for a moment of respite in face of certain doom or a second wind to get yourself to safety. These are very rare however, and relying upon them is only a fool's wish.&lt;br /&gt;
Note that having any kind of breakdown will put your Insight gain on a cooldown, and you will stop gaining it for a while.&lt;br /&gt;
&lt;br /&gt;
=Insight=&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:25%;float:right; margin-left: 10px;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Insight Points&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#a6a6a6&amp;quot;&amp;gt;White&amp;lt;/span&amp;gt;&lt;br /&gt;
|0 to 20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#09ed01&amp;quot;&amp;gt;Green&amp;lt;/span&amp;gt;&lt;br /&gt;
|20-40&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff7200&amp;quot;&amp;gt;Orange&amp;lt;/span&amp;gt;&lt;br /&gt;
|40-60&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#0054ff&amp;quot;&amp;gt;Blue&amp;lt;/span&amp;gt;&lt;br /&gt;
|60-80&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#9040e0&amp;quot;&amp;gt;Purple&amp;lt;/span&amp;gt;&lt;br /&gt;
|80-100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
However, as the crew aboard know full well, what doesn't kill us makes us stronger. As we gain more experience aboard this hulking spaceship, our competency levels surely must also naturally increase to have escaped untimely death up to this point. This is reflected in the form of Insight. Insight gain is passive over time and once it reaches 100, you will gain an Insight point. Your insight lose 100 points and you will be made aware of the fact that you need to rest and rethink your life choices. '''If you reach 100 points again before you fulfill your desires, you will not gain an insight point, and your insight gain points will not be deducted.'''&lt;br /&gt;
[[File:Rest menu.png|thumb|Rest prompt you get after fulfilling a desire.]]&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Your current amount of Insight is reflected in the current color of your sanity icon. The Icon will be overlaid with the corresponding color as it increases.&lt;br /&gt;
==Desires==&lt;br /&gt;
The game will inform you that you now have desires, and will print a list of  them. This list reflects something special your character wants to help them cope with the strenuous activities they have been recently engaged with, and symbolizes Rest and Meditation upon your life choices thus far. Acquiring and consuming one of the items on this list will fulfill your need for Rest. The desires include many recipes, or alcoholic drinks as well as drugs and smoking desires. These are specific to every point of Insight gained; you will receive new desires every time you gain Insight.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
So you have gained Insight and you are ready to fulfill your desires. But to what end? Well the answer is simple: to develop your character of course. &lt;br /&gt;
Satisfying your desires after gaining an Insight point, will '''permanently''' boost your stats for the rest of the round. If you don't have an oddity, your stats will be randomly increased from a 30 point pool.&lt;br /&gt;
You can control which stats and how big of a boost you can get by fitting in our last piece of the puzzle: Oddities.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Oddities=&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:25%;float:right; margin-left: 10px;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:black;'|Colour&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:black;'|Aspect Strength&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Blue&amp;lt;/span&amp;gt;&lt;br /&gt;
|Weak (2-6 points gain)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;Green&amp;lt;/span&amp;gt;&lt;br /&gt;
|Medium (6-12 point gain)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt;&lt;br /&gt;
|Strong (12-20 point gain)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#d0b050&amp;quot;&amp;gt;Gold&amp;lt;/span&amp;gt;&lt;br /&gt;
|Overwhelming (20-Infinity point gain)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
[[Stats_ErisEn|See Stats page]]&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Oddities are items you find in the world that might seem bizarre or out of place. They are unique in the way they are named and appear. Use shift-click to examine the item if you are unsure. If you examine an oddity, you will see that it has Aspects corresponding to the 6 stats you possess (MEC, COG, BIO, ROB, TGH, VIG). You can see your stats by using the &amp;quot;Show Stats Values&amp;quot; verb in the IC tab. These aspects can also have a quality from Weak to Overwhelming in any stat, randomized at round start. Once you gain a point of  Insight, and subsequently fulfill your desires, you will gain a '''permanent''' stat boost. This stat boost is directly related to the oddity which you are carrying with you at the time of Rest. &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Higher tier aspects will boost the stat much higher than a weak one. Also you will not boost stats that your oddity is lacking the aspect of. Keep this in mind when you are deciding what kind of character you would like to play, and which oddity is right for you. Since aspects and aspect strengths are randomized between oddities, you can always trade yours for something more suitable to your needs. If you have multiple oddities on your person when you fulfill your desires and rest, you will be asked to choose which one you would like to use to boost your stats. Feel free to keep multiple oddities and alternate between them for every Insight point, just keep in mind that they must be on your person for you to be able to choose them as your Insight inspiration. &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
They all take up inventory space, so consider trading away ones that you don't particularly want or need. Alternatively, stash them in your department or hideout for a passive sanity gain boost for anyone in the vicinity... Credits are always welcome, and most people without oddities will be willing to buy or trade for a desirable oddity.&lt;br /&gt;
&lt;br /&gt;
== Gym ==&lt;br /&gt;
Above the bar, there is the Fitness Room - a place dedicated for increasing your combat stats either temporarily, or permanently by using ''rest points'' - you can obtain those by choosing to &amp;quot;convert your fulfilled insight for later use&amp;quot;. There are two instances of three types of exercise equipment, each one of them increases their own stat: Total Resistance Punch Machine for TGH, Interim Resistive Exercise Device for ROB, Advanced Arcade Machine for VIG. To use this equipment, you have to buy an ''electronic ticket'' from a nearby &amp;quot;Club's Total Workout&amp;quot; vendor for 50 credits and use it on the device. These tickets can also be very rarely found in maintenance loot.&lt;br /&gt;
&lt;br /&gt;
It takes some time to use the machines, and you will experience overexertion for three minutes afterwards, reducing your TGH stat by 15; this time can be reduced by drinking a protein shake - either the commercial version that can be obtained from the same vendor, or the regular version that the good folks at the bar can make for you. The latter is significantly better at reducing the recovery time. While you experience overexertion, you cannot use the exercise equipment.&lt;br /&gt;
&lt;br /&gt;
=Insight and Sanity Tips=&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*You can increase the rate at which Insight is gained by making sure you are living an exciting life; any sanity fluctuation, both positive and negative, will increase the rate of Insight gain. This means that if you play it safe, and sit in your office all day you will not gain Insight points nearly as fast as someone who is out there in the trenches dirtying their hands.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*If you are that someone who is getting down into the thick of things, and actively losing sanity going about your business: Make doubly sure you are actively recovering as well to maximize your gains (and minimize the damage to your own mental health).&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Participating in lots of combat is a surefire way to gain Insight. The sight of blood and death, as well as pain and injuries you might incur will cause your sanity to deteriorate quite quickly. Make sure you are keeping yourself away from the edge, as having a mental breakdown during battle is a great way to get killed.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Usually vagabonds will incur the biggest damage to their sanity during a round, due to low starting stats and limited availability of cash to buy food and amenities, coupled with the hazardous work environment found aboard Eris. Only the brave and foolhardy can truly gain insight into the inner workings of the ship, usually at the cost of their mental fabric being ripped apart and unwound over the endless hours spent in the tunnels.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*You don't have to do everything by yourself. The Club is open for all your food and alcohol needs and desires! A good Manager will do anything in his power to keep his customers happy. As long as you have the credits!&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Club is closed? You're probably left with little choice at this point. You are going to have to take responsibility for your own lunches. Grow your own ingredients in the public garden and use your departments microwave to make the food you want. You can find alcohol in food piles, and stashes. Drugs can be refined and found in the tunnels. Beware that this is bound to be quite more bothersome because of the lack of a grocery store, so taking advantage of the clubs services is almost always more favorable.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*If you don't take the time to rest and consume at least one item on the list, you can actually waste the stat boost. This will only happen if you do not receive the message saying “You have rested well.” before gaining a new list of desires.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
[[Stats_ErisEn|See Stats page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; [[File:GuidesButton.png|frameless|upright=1|link=General Guides ErisEn|alt=|100px]] &amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kegdo</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=File:Rest_menu.png&amp;diff=5912</id>
		<title>File:Rest menu.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=File:Rest_menu.png&amp;diff=5912"/>
		<updated>2022-11-15T17:57:14Z</updated>

		<summary type="html">&lt;p&gt;Kegdo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kegdo</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=User:Nullaurelian/Grab-Fu_ErisEN_Draft&amp;diff=5822</id>
		<title>User:Nullaurelian/Grab-Fu ErisEN Draft</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=User:Nullaurelian/Grab-Fu_ErisEN_Draft&amp;diff=5822"/>
		<updated>2022-09-08T17:54:45Z</updated>

		<summary type="html">&lt;p&gt;Kegdo: aggo to aggr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grab-Fu is the nickname to the unarmed combat system that focuses on using grabbing(that yellow thing in the intent menu) and targeting various bodyparts with dubious intentions. Grabbing a target opens up a whole range of hostile options, albeit from a mere one-tile range. Here you can see some information about grabbing, as well as all currently possible interactions.&lt;br /&gt;
&lt;br /&gt;
=Levels of Grabs=&lt;br /&gt;
&lt;br /&gt;
The GRAB intent by default grabs with a passive intent - that is to say with no intention of causing harm. This is good for transporting injured characters without causing additional wounds (as opposed to pulling them). Grabbing a player this way also occupies the hand used, meaning that it cannot be used to wield weapons.&lt;br /&gt;
&lt;br /&gt;
There are three(four) levels of grabs: passive[[File:Grab0.png]], aggressive [[File:Grab2.png]], and neck grab [[File:Grab3.png]], also known as yellow, blue and red grab levels.&lt;br /&gt;
&lt;br /&gt;
A passive grab can be upgraded to an aggressive grab by activating the grabbing hand (default key: Z). Aggressive grabs can be chained into hostile actions such as throwing or choking out a target. Activating an aggressive grab again chains it into a neck grab. Neck grabs may be upgraded to a stranglehold, and strangleholds force your victim to lay on the ground and slowly suffocate them. '''Do note that &amp;quot;upgrading&amp;quot;(activating) the grab takes some windup time, the longevity of which depends on your ROBUSTNESS stat.'''&lt;br /&gt;
&lt;br /&gt;
Grabbed entities take additional damage from melee attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;margin:auto;width:85%;&amp;quot;&lt;br /&gt;
|+ Grab Effects&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot;|Passive Grab !! style=&amp;quot;width:33%&amp;quot;|Aggressive Grab !!style=&amp;quot;width:33%&amp;quot;| Neck Grab &lt;br /&gt;
|-&lt;br /&gt;
| Allows you to perform first-aid moves, as well as some of the utility-focused damaging moves. || Allows you to perform damaging and utility moves, as well as to throw your victim. || Allows you to perform high-damage moves.&lt;br /&gt;
|-&lt;br /&gt;
| Prevents victim's wounds from opening while moving. || Irish whip can be performed. || Victim may be used as a meat shield to block bullets. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Special Moves=&lt;br /&gt;
&lt;br /&gt;
Certain combinations of attacks can have additional utility besides causing damage. Nearly all of these can be started from a successful aggressive grab on a target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:85%;&amp;quot;&lt;br /&gt;
|+First-aid moves&lt;br /&gt;
!style=&amp;quot;width:8%&amp;quot;|Grab level&lt;br /&gt;
!style=&amp;quot;width:8%&amp;quot;|Move name&lt;br /&gt;
!style=&amp;quot;width:20%&amp;quot;|Trigger&lt;br /&gt;
!style=&amp;quot;width:8%&amp;quot;|Targeting&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab1.png]] Any&lt;br /&gt;
|Inspect organ&lt;br /&gt;
|Click on victim with HELP intent&lt;br /&gt;
|Any bodypart&lt;br /&gt;
|Inspects chosen organ for damage, broken bones and wounds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab1.png]]Any&lt;br /&gt;
|Slow bleeding&lt;br /&gt;
|Click on victim with HELP intent&lt;br /&gt;
|Any bodypart&lt;br /&gt;
|Bleeding wounds on the targeted bodypart increase their current bleeding stage and lower their bleeding timer.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab1.png]]Any&lt;br /&gt;
|Force vomit&lt;br /&gt;
|Click on victim with HELP intent&lt;br /&gt;
|Mouth&lt;br /&gt;
|Forces victim to vomit, clearing their stomach from reagents. Vomiting has a cooldown of 35 seconds, but the move can be used indefinitely.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:85%;&amp;quot;&lt;br /&gt;
|+Damaging moves&lt;br /&gt;
!style=&amp;quot;width:8%&amp;quot;|Grab level&lt;br /&gt;
!style=&amp;quot;width:8%&amp;quot;|Move name&lt;br /&gt;
!style=&amp;quot;width:20%&amp;quot;|Trigger&lt;br /&gt;
!style=&amp;quot;width:8%&amp;quot;|Targeting&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab1.png]]Any&lt;br /&gt;
|Gut punch&lt;br /&gt;
|Click on victim with HARM intent&lt;br /&gt;
|Lower body&lt;br /&gt;
|Deals damage depending on the target's TOUGHNESS stat, forces them to vomit. Vomiting has a cooldown of 35 seconds, but the move can be used indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab3.png]]Neck&lt;br /&gt;
|Attack eye&lt;br /&gt;
|Click on victim with HARM intent&lt;br /&gt;
|Eyes&lt;br /&gt;
|Damages victim's eyes if they are not covered.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab1.png]]Any&lt;br /&gt;
|Headbutt&lt;br /&gt;
|Click on victim with HARM intent&lt;br /&gt;
|Head&lt;br /&gt;
|Deals medium damage to victim and low damage to attacker. Makes the target dizzy. Doesn't work if the target is on the ground. Wear a helmet.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab2.png]]Aggr&lt;br /&gt;
|Dropkick&lt;br /&gt;
|Click on victim with HARM intent&lt;br /&gt;
|Chest&lt;br /&gt;
|Sends victim three tiles away from the attacker, forcing them both to lay down for a while. Does not work if the target is on the ground. Regenerates style.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab3.png]]Neck&lt;br /&gt;
|Suplex&lt;br /&gt;
|Click on victim with HARM intent&lt;br /&gt;
|Chest&lt;br /&gt;
|After two seconds of preparation, slams the target on the ground, dealing damage depending on the attacker's ROBUSTNESS stat. Stuns the target. Regenerates style.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab3.png]]Neck&lt;br /&gt;
|Cut throat&lt;br /&gt;
|Click on victim with HARM intent,&lt;br /&gt;
knife in active hand&lt;br /&gt;
|Head&lt;br /&gt;
|Slices the victim's throat, causing both BRUTE and OXYLOSS damage. Causes bleeding(usually).&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:85%;&amp;quot;&lt;br /&gt;
|+Utility moves&lt;br /&gt;
!style=&amp;quot;width:8%&amp;quot;|Grab level&lt;br /&gt;
!style=&amp;quot;width:8%&amp;quot;|Move name&lt;br /&gt;
!style=&amp;quot;width:20%&amp;quot;|Trigger&lt;br /&gt;
!style=&amp;quot;width:8%&amp;quot;|Targeting&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab1.png]]Any&lt;br /&gt;
|Nerve strike&lt;br /&gt;
|Click on victim with HARM intent&lt;br /&gt;
|Limbs&lt;br /&gt;
|Disables the targeted limb for 10 seconds. Deals low pain damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab2.png]]Aggro&lt;br /&gt;
|Pin down&lt;br /&gt;
|Click on victim with DISARM intent&lt;br /&gt;
|Any bodypart&lt;br /&gt;
|Pins target to the ground after a quick preparation. Victim can be released by clicking on them with HELP intent.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab2.png]]Aggro&lt;br /&gt;
|Jointlock&lt;br /&gt;
|Click on victim with GRAB intent&lt;br /&gt;
|Limbs&lt;br /&gt;
|Deals high pain damage to victim after preparation.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab2.png]]Aggro&lt;br /&gt;
|Cover mouth&lt;br /&gt;
|Automatic&lt;br /&gt;
|Mouth&lt;br /&gt;
|Prevents victim from speaking.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab2.png]]Aggro&lt;br /&gt;
|Cover eyes&lt;br /&gt;
|Automatic&lt;br /&gt;
|Eyes&lt;br /&gt;
|Blinds victim. They can still see around them in a one-tile radius.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hostile Architecture==&lt;br /&gt;
&lt;br /&gt;
In addition to the above listed moves, grabbed victims be placed on certain types of furniture and ship architecture for more special moves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;margin:auto;width:85%;&amp;quot;&lt;br /&gt;
|+ Contextual moves&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:8%&amp;quot;|Grab level !! style=&amp;quot;width:8%&amp;quot;|Move name !! style=&amp;quot;width:20%&amp;quot; | Trigger !! style=&amp;quot;width:8%&amp;quot;|Targeting !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grab1.png]]Any || Window bash || Click on window with grabbing hand || Any || Smashes the victim into the window, dealing damage based on the window material and grab level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grab2.png]]Aggro || Tabling || Click on table with grabbing hand || Any || Pushes victim on the table, forcing them to rest for five seconds. Regenerates attacker's style, and depletes the victim's.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grab2.png]]Aggro || Rail Drop || Click on guard rail with grabbing hand || Any || Throws the victim over a rail, potentially into open space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Irish whip ==&lt;br /&gt;
Spinning the grab using &amp;lt;code&amp;gt;spin-held-item&amp;lt;/code&amp;gt; verb sends the grabbed walking behind the attacker for 3 tiles; there are unique interactions for walls, windows, tables and railings in the way: walls deal low damage, windows deal medium damage, railings and tables flip over. To do this, your grab needs to be of aggressive level.&lt;br /&gt;
&lt;br /&gt;
=Defending=&lt;br /&gt;
&lt;br /&gt;
Being grabbed is the absolute WORST situation for a player to be in - if someone is initiating a grab against you they probably know what they are doing. Still, there are things the victim can do to prevent things from getting worse. The best defense however is always going to be keeping distance from other players. Under normal circumstances, grabs can only be initiated when both parties are directly adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
==Resist==&lt;br /&gt;
&lt;br /&gt;
The most basic defense, the RESIST action can be used to break free of a grab IF the victim's ROBUSTNESS stat is high enough. The amount of ROBUSTNESS the victim needs to break out of a grab is relative to the attacker's ROBUSTNESS stat; if the attacker's ROBUSTNESS is higher than the victim's then the victim will have a hard time escaping the grab.&lt;br /&gt;
&lt;br /&gt;
==Counter-grabbing==&lt;br /&gt;
&lt;br /&gt;
Whenever someone grabs someone else, their grab is counterable for 3 seconds. During that window, if the attacked clicks on the aggressor with grab intent and empty hand, the attacked can COUNTER the grab and instantly get an aggressive one on the attacker. '''Do note that counter success chance is relative to your ROBUSTNESS stat, just like resisting.'''&lt;br /&gt;
&lt;br /&gt;
Countering requires the attacked to not only click on our aggressor with an active hand, it also needs the aggressor to have a grab in their hands. Which means, if the aggressor quickly grabs the victim, and then drops the grab, but the victim tries to counter that, they would instead grab the aggressor, which would activate their counter timer!&lt;br /&gt;
&lt;br /&gt;
== Further reading ==&lt;br /&gt;
[[Sanity_ErisEn#Oddities|Increasing ROBUSTNESS stat]]&lt;br /&gt;
&lt;br /&gt;
[[File:GuidesButton.png|link=General_Guides_ErisEn|alt=|center|frameless|100x100px]]&lt;/div&gt;</summary>
		<author><name>Kegdo</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=User:Nullaurelian/Grab-Fu_ErisEN_Draft&amp;diff=5820</id>
		<title>User:Nullaurelian/Grab-Fu ErisEN Draft</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=User:Nullaurelian/Grab-Fu_ErisEN_Draft&amp;diff=5820"/>
		<updated>2022-09-08T17:38:51Z</updated>

		<summary type="html">&lt;p&gt;Kegdo: Literally made the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grab-Fu is the nickname to the unarmed combat system that focuses on using grabbing(that yellow thing in the intent menu) and targeting various bodyparts with dubious intentions. Grabbing a target opens up a whole range of hostile options, albeit from a mere one-tile range. Here you can see some information about grabbing, as well as all currently possible interactions.&lt;br /&gt;
&lt;br /&gt;
=Levels of Grabs=&lt;br /&gt;
&lt;br /&gt;
The GRAB intent by default grabs with a passive intent - that is to say with no intention of causing harm. This is good for transporting injured characters without causing additional wounds (as opposed to pulling them). Grabbing a player this way also occupies the hand used, meaning that it cannot be used to wield weapons.&lt;br /&gt;
&lt;br /&gt;
There are three(four) levels of grabs: passive[[File:Grab0.png]], aggressive [[File:Grab2.png]], and neck grab [[File:Grab3.png]], also known as yellow, blue and red grab levels.&lt;br /&gt;
&lt;br /&gt;
A passive grab can be upgraded to an aggressive grab by activating the grabbing hand (default key: Z). Aggressive grabs can be chained into hostile actions such as throwing or choking out a target. Activating an aggressive grab again chains it into a neck grab. Neck grabs may be upgraded to a stranglehold, and strangleholds force your victim to lay on the ground and slowly suffocate them. '''Do note that &amp;quot;upgrading&amp;quot;(activating) the grab takes some windup time, the longevity of which depends on your ROBUSTNESS stat.'''&lt;br /&gt;
&lt;br /&gt;
Grabbed entities take additional damage from melee attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;margin:auto;width:85%;&amp;quot;&lt;br /&gt;
|+ Grab Effects&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot;|Passive Grab !! style=&amp;quot;width:33%&amp;quot;|Aggressive Grab !!style=&amp;quot;width:33%&amp;quot;| Neck Grab &lt;br /&gt;
|-&lt;br /&gt;
| Allows you to perform first-aid moves, as well as some of the utility-focused damaging moves. || Allows you to perform damaging and utility moves, as well as to throw your victim. || Allows you to perform high-damage moves.&lt;br /&gt;
|-&lt;br /&gt;
| Prevents victim's wounds from opening while moving. || Irish whip can be performed. || Victim may be used as a meat shield to block bullets. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Special Moves=&lt;br /&gt;
&lt;br /&gt;
Certain combinations of attacks can have additional utility besides causing damage. Nearly all of these can be started from a successful aggressive grab on a target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+First-aid moves&lt;br /&gt;
!Grab level&lt;br /&gt;
!Move name&lt;br /&gt;
!Trigger&lt;br /&gt;
!Targeting&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab1.png]] Any&lt;br /&gt;
|Inspect organ&lt;br /&gt;
|Click on victim with HELP intent&lt;br /&gt;
|Any bodypart&lt;br /&gt;
|Inspects chosen organ for damage, broken bones and wounds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab1.png]]Any&lt;br /&gt;
|Slow bleeding&lt;br /&gt;
|Click on victim with HELP intent&lt;br /&gt;
|Any bodypart&lt;br /&gt;
|Bleeding wounds on the targeted bodypart increase their current bleeding stage and lower their bleeding timer.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab1.png]]Any&lt;br /&gt;
|Force vomit&lt;br /&gt;
|Click on victim with HELP intent&lt;br /&gt;
|Mouth&lt;br /&gt;
|Forces victim to vomit, clearing their stomach from reagents. Vomiting has a cooldown of 35 seconds, but the move can be used indefinitely.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Damaging moves&lt;br /&gt;
!Grab level&lt;br /&gt;
!Move name&lt;br /&gt;
!Trigger&lt;br /&gt;
!Targeting&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab1.png]]Any&lt;br /&gt;
|Gut punch&lt;br /&gt;
|Click on victim with HARM intent&lt;br /&gt;
|Lower body&lt;br /&gt;
|Deals damage depending on the target's TOUGHNESS stat, forces them to vomit. Vomiting has a cooldown of 35 seconds, but the move can be used indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab3.png]]Neck&lt;br /&gt;
|Attack eye&lt;br /&gt;
|Click on victim with HARM intent&lt;br /&gt;
|Eyes(duh)&lt;br /&gt;
|Damages victim's eyes if they are not covered.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab1.png]]Any&lt;br /&gt;
|Headbutt&lt;br /&gt;
|Click on victim with HARM intent&lt;br /&gt;
|Head&lt;br /&gt;
|Deals medium damage to victim and low damage to attacker. Makes the target dizzy. Doesn't work if the target is on the ground. Wear a helmet.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab2.png]]Aggressive&lt;br /&gt;
|Dropkick&lt;br /&gt;
|Click on victim with HARM intent&lt;br /&gt;
|Chest&lt;br /&gt;
|Sends victim three tiles away from the attacker, forcing them both to lay down for a while. Does not work if the target is on the ground. Regenerates style.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab3.png]]Neck&lt;br /&gt;
|Suplex&lt;br /&gt;
|Click on victim with HARM intent&lt;br /&gt;
|Chest&lt;br /&gt;
|After two seconds of preparation, slams the target on the ground, dealing damage depending on the attacker's ROBUSTNESS stat. Stuns the target. Regenerates style.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab3.png]]Neck&lt;br /&gt;
|Cut throat&lt;br /&gt;
|Click on victim with HARM intent,&lt;br /&gt;
knife in active hand&lt;br /&gt;
|Head&lt;br /&gt;
|Slices the victim's throat, causing both BRUTE and OXYLOSS damage. Causes bleeding(usually).&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Utility moves&lt;br /&gt;
!Grab level&lt;br /&gt;
!Move name&lt;br /&gt;
!Trigger&lt;br /&gt;
!Targeting&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab1.png]]Any&lt;br /&gt;
|Nerve strike&lt;br /&gt;
|Click on victim with HARM intent&lt;br /&gt;
|Limbs&lt;br /&gt;
|Disables the targeted limb for 10 seconds. Deals low pain damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab2.png]]Aggro&lt;br /&gt;
|Pin down&lt;br /&gt;
|Click on victim with DISARM intent&lt;br /&gt;
|Any bodypart&lt;br /&gt;
|Pins target to the ground after a quick preparation. Victim can be released by clicking on them with HELP intent.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab2.png]]Aggro&lt;br /&gt;
|Jointlock&lt;br /&gt;
|Click on victim with GRAB intent&lt;br /&gt;
|Limbs&lt;br /&gt;
|Deals high pain damage to victim after preparation.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab2.png]]Aggro&lt;br /&gt;
|Cover mouth&lt;br /&gt;
|Automatic&lt;br /&gt;
|Mouth&lt;br /&gt;
|Prevents victim from speaking.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grab2.png]]Aggro&lt;br /&gt;
|Cover eyes&lt;br /&gt;
|Automatic&lt;br /&gt;
|Eyes&lt;br /&gt;
|Blinds victim. They can still see around them in a one-tile radius.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hostile Architecture==&lt;br /&gt;
&lt;br /&gt;
In addition to the above listed moves, grabbed victims be placed on certain types of furniture and ship architecture for more special moves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;margin:auto;width:85%;&amp;quot;&lt;br /&gt;
|+ Contextual moves&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;|Grab level !! style=&amp;quot;width:10%&amp;quot; |Move name !! style=&amp;quot;width:10%&amp;quot; | Trigger !! style=&amp;quot;width:15%&amp;quot;|Targeting !! style=&amp;quot;width:50%&amp;quot;|Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grab1.png]]Any || Window bash || Click on window with grabbing hand || Any || Smashes the victim into the window, dealing damage based on the window material and grab level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grab2.png]]Aggro || Tabling || Click on table with grabbing hand || Any || Pushes victim on the table, forcing them to rest for five seconds. Regenerates attacker's style, and depletes the victim's.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grab2.png]]Aggro || Rail Drop || Click on guard rail with grabbing hand || Any || Throws the victim over a rail, potentially into open space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Irish whip ==&lt;br /&gt;
Spinning the grab using &amp;lt;code&amp;gt;spin-held-item&amp;lt;/code&amp;gt; verb sends the grabbed walking behind the attacker for 3 tiles; there are unique interactions for walls, windows, tables and railings in the way: walls deal low damage, windows deal medium damage, railings and tables flip over. To do this, your grab needs to be of aggressive level.&lt;br /&gt;
&lt;br /&gt;
=Defending=&lt;br /&gt;
&lt;br /&gt;
Being grabbed is the absolute WORST situation for a player to be in - if someone is initiating a grab against you they probably know what they are doing. Still, there are things the victim can do to prevent things from getting worse. The best defense however is always going to be keeping distance from other players. Under normal circumstances, grabs can only be initiated when both parties are directly adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
==Resist==&lt;br /&gt;
&lt;br /&gt;
The most basic defense, the RESIST action can be used to break free of a grab IF the victim's ROBUSTNESS stat is high enough. The amount of ROBUSTNESS the victim needs to break out of a grab is relative to the attacker's ROBUSTNESS stat; if the attacker's ROBUSTNESS is higher than the victim's then the victim will have a hard time escaping the grab.&lt;br /&gt;
&lt;br /&gt;
==Counter-grabbing==&lt;br /&gt;
&lt;br /&gt;
Whenever someone grabs someone else, their grab is counterable for 3 seconds. During that window, if the attacked clicks on the aggressor with grab intent and empty hand, the attacked can COUNTER the grab and instantly get an aggressive one on the attacker. '''Do note that counter success chance is relative to your ROBUSTNESS stat, just like resisting.'''&lt;br /&gt;
&lt;br /&gt;
Countering requires the attacked to not only click on our aggressor with an active hand, it also needs the aggressor to have a grab in their hands. Which means, if the aggressor quickly grabs the victim, and then drops the grab, but the victim tries to counter that, they would instead grab the aggressor, which would activate their counter timer!&lt;br /&gt;
&lt;br /&gt;
== Further reading ==&lt;br /&gt;
[[Sanity_ErisEn#Oddities|Increasing ROBUSTNESS stat]]&lt;br /&gt;
&lt;br /&gt;
[[File:GuidesButton.png|link=General_Guides_ErisEn|alt=|center|frameless|100x100px]]&lt;/div&gt;</summary>
		<author><name>Kegdo</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=File:Grab0.png&amp;diff=5816</id>
		<title>File:Grab0.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=File:Grab0.png&amp;diff=5816"/>
		<updated>2022-09-08T16:05:13Z</updated>

		<summary type="html">&lt;p&gt;Kegdo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kegdo</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=File:Grab3.png&amp;diff=5815</id>
		<title>File:Grab3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=File:Grab3.png&amp;diff=5815"/>
		<updated>2022-09-08T15:42:16Z</updated>

		<summary type="html">&lt;p&gt;Kegdo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kegdo</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=File:Grab2.png&amp;diff=5814</id>
		<title>File:Grab2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=File:Grab2.png&amp;diff=5814"/>
		<updated>2022-09-08T15:42:12Z</updated>

		<summary type="html">&lt;p&gt;Kegdo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kegdo</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=File:Grab1.png&amp;diff=5813</id>
		<title>File:Grab1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=File:Grab1.png&amp;diff=5813"/>
		<updated>2022-09-08T15:41:54Z</updated>

		<summary type="html">&lt;p&gt;Kegdo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kegdo</name></author>
	</entry>
</feed>